Jump to content
Game-Labs Forum

SKurj

Members
  • Content Count

    370
  • Joined

  • Last visited

Everything posted by SKurj

  1. it runs fine on all 3 monitors individually and on all 3 spanned as 1 display yes, just the labeling in the launcher.. which as you say will go away.
  2. no idea, if i span monitors my display would be 5760x1080 or soemthing like that but i haven't tried in game, will report back if i can manage it. It ran at 5760x1080p just fine, though not really playable like that..
  3. I went back to review the ship and found the only way I could get around it was to put the rear gun out of position.. or at least so it seems... See screen... if I put the rear gun in the more traditional location I get the fore weight imbalance. oh my guess it doesn't matter... auto-design gave me a ship with a 17.7% fore weight offset, so i will just ignore it for now.
  4. Guns were not highlighted - i put 11" guns 2 turrets with 2 guns each on the 1st hull. It was not intuitive in what needed to be changed, but I was able to continue anyways, it let me put to sea so i assume it was minor... though I do not know for sure. I tried to move the main guns at the front back and forth I also moved funnels about and it made no difference. Now I think about it, perhaps i used different weight towers between front and rear... perhaps that was it. Thanks, i see a lot of warning messages about weights and such that appear after placing something, that just g
  5. This is pretty trivial, but I figured I would report anyways... I run 3 displays on an nVidia rtx 2070 (not spanned). I only purchased the game last night and was surprised to see that the game lets me choose my display. This is where the small issues begin... 1st of all the easiest one to get out of the way... In most cases I always prefer to game in windowed borderless mode at my desktop resolution, it would be nice to see this added as an option. Now, multiple monitor support, in the screen below... there are 2 "right" displays. in my case #1 is the center display, 2 is
  6. are you saying apart from having to login to steam occasionally, you expect UA:Dreadnoughts to be playable in offline mode in steam @admin?
  7. Just curious if the game will be playable in offline mode on steam? Not an issue for me, but a friend was asking if it will be possible. I know steam offers an offline mode just never used it myself, or if it works with all steam games... obviously not as some are online multiplayer only lol.
  8. Grabbed the game last night and managed the 1st tutorial mission. Some feedback on the shipyard: No easy way to compare modules: It would be nice once a module, let's say front tower 1, is fitted, that when mousing over front tower 2 in the yard, will show the specs of the tower fitted side by side with green/red highlighting the differences Ship problems in the yard: Received a couple of messages in the fitting screen: "some guns have poor firing arc" and "weight too far forward or something along those lines" but no obvious highlights on which guns, or hints of what to c
  9. New guy!! to Dreadnoughts as of about an hour ago... The loading screens with historical information go by too fast, a confirmation button would be good and/or a "library" or "encyclopedia" the player can read through at their leisure would be good. Even if the information had to be "unlocked" by progress in the game, sort of like achievements
  10. losing sound in open world, i think its related to if i alt tab out and back again...
  11. Just pointing out a downside, perhaps if this is acceptable, there should be a seperate cost to ingame name change and not included with the forged paper.
  12. yeah for $20 you should be able to rob your clan bank and then hide behind a new name, great idea.
  13. why not perk reset goes up with player rank, for the first 2 ranks have it fixed at 10 cm, and increasing from there, with finally at rear admiral its up to 100 cm (max)
  14. when you can earn 20+ cm's in one battle...? If anything raise the cost and allow lower level/newer players to be able to do it for free until they reach flag capt or x hours in game.
  15. This isn't going to go away. Sure the better players have this figured out, but the new player may not even realize he can loot ships, let alone be able to maneuver into place in time. And then there are the encounters with OW fleets - where all the good loot comes from - one player vs many, boarding and looting 4-5 ships in one engagement? likely not, only way to loot is sink and maneuver while under fire alongside if possible... Or it ends up like a chess match.... where you have to plan the battle around looting...
  16. I'd say the ship information be displayed based on range... by the time the ship is within 1km you should be able to tell ship and fleet composition, while at the limit of detection you should just see ship info as "Sail on the horizon"
  17. i don't use f11 now and navigate just fine with tools provided.
  18. Not likely when you can only tow one ship/day. Lets say you login and the action is near your other outpost where you have no ships... do you sail the hour+ to get there or do you logout and do something else?
  19. This can be exploited from both sides.... If lets say hostility is being raised at a GB port by Russians, and a dutch hops in as GB to sacrifice himself to allow the russians to gain hostility... I`d go so far as to say the only way to counter exploits here is to not allow other nations in at all And further to that even the simple point that they would be taking one of the limited number of player slots.
  20. The way to do this would be to either pay for X number of days up front, or.. have a system where the port withdraws from a clan store daily. So you just need to make sure you have enough funds in the store to permit you to stock up as often as you like.
  21. Fair enough, but anyone building 1st rates to sell or even use is not building them from oak or fir, unless they are preying on new players who don't know better. All of the 'preferred' woods come from outside the safezones. I spent most of my ingame time running materials like white oak and live oak to KPR, with over 95% of my in game time spent outside the safezones. Alotta the people wanting to prey on traders don't realize we are out there but if you want easy player traders to prey on, you better be prepared to put in the time to find us. Sorry but login for 30 minutes in the ho
  22. Remove the magic wallet... ok now consider this... you teleport to an outpost to put up a contract... oh wait... You tp to that freetown to meet up with a new player selling an upgrade.. oh wait... I think the impact of removing the magic wallet will need a lot more thought...
  23. They already do... unless they are making their exceptional ships out of the trash woods...
×
×
  • Create New...